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Foundations Lib

Vanilla `transitionableProps` is pretty straight forward. You specify a duration in hours, how long before it starts, and you move on with your life. In-game that translates to a specific amount of hours you wait before the item transitions. Foundations Lib m

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Quick answer

Which Foundations Lib release should I use?

Updated 10 months ago
Latest stable file 1.0.0
Game version 1.21.0-rc.1, 1.21.0-rc.2, 1.21.0-rc.3
Loader Built-in Vintage Story mod system

Foundations Lib 1.0.0 targets 1.21.0-rc.1, 1.21.0-rc.2, 1.21.0-rc.3. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.

Where it goes

Is Foundations Lib required on the client, server, or both?

It must be installed on the client. Installation on the dedicated server is optional.

Client Required
Dedicated server Optional
Loader for this release Built-in Vintage Story mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

This release supports both sides, but the source does not require it on the server.

What else does Foundations Lib 1.0.0 need?

1.0.0. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Foundations Lib without breaking your instance.

Built for Foundations Lib 1.0.0. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 1.0.0. It targets 1.21.0-rc.1, 1.21.0-rc.2, 1.21.0-rc.3; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    It must be installed on the client. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 1.0.0. It opens that exact file at the source.

About this project

What does Foundations Lib add?

Vanilla `transitionableProps` is pretty straight forward. You specify a duration in hours, how long before it starts, and you move on with your life. In-game that translates to a specific amount of hours you wait before the item transitions.

Foundations Lib makes this entire process more dynamic, and apply to thrown items.

 

New Attributes

transitionTimescale

This attribute scales the freshHours and and transitionHours fields of transitionableProps to represent days, months, or years. When applied, it multiplies the original value by the number of hours in each respectively.

This takes either a string or an object where keys are the type of the transitionableProp it affects.

Examples:

{
  "attributes": {
  // Adjusts every transitionableProp value to be scaled by the hours in a month.
  // If months are 9 days long, that means it becomes `originalValue * 9 * hoursInADay`
  "transitionTimescale": "Month"
  }
}

{
  "attributes": {
  "transitionTimescale": {
  "default": "Day", // The default scale to use if the specific transition type is not specified
  "Dry": "Year" // Scales by the number of hours in a year
  }
  }
}

 

transitionEnvironment

This attribute modifies how quickly an ItemStack transitions based off the environment in its location. This includes temperature, rainfall, sunlight, current light level (max of sunlight or blocklight), and whatever fluid it happens to be at its location.

These are specified on a per-type basis, and only the environment types specified are checked. The amount applied to the transitionedTime is the average of the values produced by the environmental checks.

All values underneath the environment check (temperature, sunlight, liquids), are optional.

 

Example:

{
"attributes": {
"transitionEnvironment": {
"Dry": {
// Pulls climate temperature at its location to modify the transitionedHours adjustment value
"temperature": {
// Defaults to -20
"min": -20,
// Defaults to 40
"max": 40,
// The closer the temperature is to sweetSpot, the closer to 1 the produced modifier is
// Defaults to (min + max) / 2
"sweetSpot": 35,
// Adds a flat value to the modifier
// Defaults to 0.0
"adjustment": 0,
// Multiplies the modifier by this value before the adjustment is applied
// Defaults to 1.0
"scale": 1,
// Subtrats 1.0 from the modifier to invert the effects of sweetSpot
// Applied before adjustment or scale
// Defaults to false
"invert": false,
// Allows values beyond the 0 to 1 range to be produced. Will cause weird values when paired with invert
"allowOverflow": false,
// When allowOverflow is false and the temperature falls outside the allowed range, this converts
// the item to this item
// Only gets applied if allowOverflow is false
"ruinStack": {
"type": "item",
"code": "stick"
},
// When the itemstack transitions to the above ruinStack, this sound is played
// If no value is provided, no sound is played
"transitionSound": "game:sizzle"
},
// Pulls rainfall values. 0 is no rain
"rainfall": {
// These are the default values that are different from temperature
// Note: Rainfall can only produce a value between 0 and 1, inclusive
"min": 0,
"max": 1
},
// Pulls current sunlight values
"sunlight": {
// These are the default values that are different from temperature
// Note: Sunlight can only produce a value between 0 and 32, inclusive
"min": 0,
"max": 32
},
// Pulls current sunlight and block light values, using whichever is greater
"anylight": {
// These are the default values that are different from temperature
// Note: anylight can only produce a value between 0 and 32, inclusive
"min": 0,
"max": 32
},
// This can contain the asset location of any fluid
"fluids": {
// Used when the itemstack is located in water
"game:water": {
// If this is specified, immediately converts the stack to this item
"ruinStack": {"type": "item", "code": "stick"},
// When the itemstack transitions to the above ruinStack, this sound is played
// If no value is provided, no sound is played
"transitionSound": "game:sizzle"
// If ruinStack is not specified, adds this flat value to the modifier
// Defaults to 0
"rateModifier": 0.5
}
}
}
}
}
}

 

Project description from Vintage Story Mod DB.

Pick your setup

Foundations Lib releases for each Vintage Story version.

Choose the version and loader you play, then open the matching release.

5 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Foundations Lib versions and loaders

1 of 1 releases match

Looking for an older file? The official Vintage Story Mod DB project page is in Resources.